在Unity中每隔几秒钟只使用一次按钮



我正在努力使Unity中的一个按钮只能每隔几秒钟按下并激活一次。我有一个包含名言的数组,当我按下按钮时,它确实会显示这些名言,但如果你连续按下按钮,它会循环浏览所有名言,而无法仔细阅读。现在,我尝试了下面这样的东西,但它什么都没做(因为在按钮中仍然可以按下,没有明显的效果(:

Bool pressed;
void Function () {
if (pressed) {
//code to call array
}
}

我认为bool和if循环的简单组合就足够了,但这不起作用。我接近这个概念了吗?需要进行哪些更改才能使其运行?

您可以做一些事情来实现这一点。您当前的代码从未切换布尔pressed。你可以像现在这样用本地化的bool来捕捉不需要的按钮按下,但可能有更好的方法。

我会考虑改变按钮的难操作性,向最终用户表明他们在短时间内无法按下按钮。

using UnityEngine.UI;
// button that will be pressed
[SerializeField] private Button btn = null;
// time until the button is re-enabled after being pressed
private float timeToWait = 5f;
// reference to the coroutine that toggles our button
private Coroutine buttonDisabled = null;
private void Start()
{
// you can either add the OnClick in the inspector, or you can programmatically add it here
btn.onClick.AddListener(ClickButton);
}
public void ClickButton()
{
// if we have an ongoing coroutine do not start another
if(buttonDisabled != null)
return;
// start our coroutine to re-enable the button
buttonDisabled = StartCoroutine(DisableButtonForSeconds(timeToWait));
// put any other code needed here such as displaying a new quote
}
private IEnumerator DisableButtonForSeconds(float seconds)
{
// disable the button 
btn.interactable = false;
// wait for our amount of time to re-enable
yield return new WaitForSeconds(seconds);

// re-enable the button
btn.interactable = true;
// reset our reference to be called again
buttonDisabled = null;
}

将编辑器中的按钮分配给btn,并为timeToWait设置按钮按下之间的等待时间。您还需要在代码或检查器中将按钮的OnClick分配给ClickButton。使用此解决方案,函数将无法调用,因为按钮本身将变灰且无法单击。timeToWait持续时间结束后,该按钮将重新激活。在驱动报价循环的ClickButton方法中放置您需要的任何其他代码。

编辑:这是类似的代码,但使用Invoke而不是Coroutine作为请求的

using UnityEngine.UI;
// button that will be pressed
[SerializeField] private Button btn = null;
// time until the button is re-enabled after being pressed
private float timeToWait = 5f;
private void Start()
{
// you can either add the OnClick in the inspector, or you can programmatically add it here
btn.onClick.AddListener(ClickButton);
}
public void ClickButton()
{
// do not start the function if we are already in the process
if (IsInvoking("ReEnableButton"))
return;
// disable our button interactability
btn.interactable = false;
// call our function ReenableButton in timeToWait seconds
Invoke("ReEnableButton", timeToWait);
}
private void ReEnableButton()
{
// re-enable the button
btn.interactable = true;
}

编辑2:有几种方法可以让一个按钮禁用所有四个按钮。在一般实践中,您不希望这些按钮相互了解,因此最好制作一个按钮管理器来处理OnClick,并将事件发送到它所知道的所有Buttons

using UnityEngine.UI;
public class ButtonManager : MonoBehaviour
{
// assign these button references in the inspector by dragging them into the list
[SerializeField] private List<YourButtonScript> YourButtons = new List<YourButtonScript>();

private void Start()
{
// assign the onClick of each button here INSTEAD of the Start() in the button class   
// you can still have an onClick in the Button itself, but do NOT have it do the disabling

foreach(YourButtonScript btn in YourButtons)
{
// assign our onClick to callback to disable all buttons 
btn.SetDisableOnclick(DisableAllButtons);
}
}

public void DisableAllButtons()
{
foreach(YourButtonScript btn in YourButtons)
btn.DisableButton();
}
}
public class YourButtonScript : MonoBehaviour
{
using UnityEngine.UI;

// button that will be pressed
[SerializeField] private Button btn = null;

// time until the button is re-enabled after being pressed
private float timeToWait = 5f;

// reference to the coroutine that toggles our button
private Coroutine buttonDisabled = null;

public delegate void DisableButtonCallback();

public void SetDisableOnclick(DisableButtonCallback callback)
{
// add the callback to the manager
btn.onClick.AddListener(delegate{callback();});
}

private void Start()
{
// do NOT call the ClickButton anymore from here as the manager handles it
// if you have other button specific data put it in HandleSpecificButtonQuoteData() now
btn.onClick.AddListener(HandleSpecificButtonQuoteData);
}

private void HandleSpecificButtonQuoteData()
{
// put whatever code here that is specific to JUST this button
// if it handles the quotes or what not, display it here
}

public void DisableButton()
{
// if we have an ongoing coroutine do not start another
if(buttonDisabled != null)
return;

// start our coroutine to re-enable the button
buttonDisabled = StartCoroutine(DisableButtonForSeconds(timeToWait));
}

private IEnumerator DisableButtonForSeconds(float seconds)
{
// disable the button 
btn.interactable = false;

// wait for our amount of time to re-enable
yield return new WaitForSeconds(seconds);

// re-enable the button
btn.interactable = true;

// reset our reference to be called again
buttonDisabled = null;
}   
}

如果你对此有意见,请告诉我。

相关内容

  • 没有找到相关文章

最新更新